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All Deadlock heroes: Abrams (Brawler), Apollo (Assassin), Bebop (Brawler), Billy (Brawler), Calico (Assassin), Celeste (Marksman), Drifter (Assassin), Dynamo (Mystic), Graves (Marksman), Grey Talon (Marksman), Haze (Assassin), Holliday (Marksman), Infernus (Marksman), Ivy (Marksman), Kelvin (Brawler), Lady Geist (Mystic), Lash (Assassin), McGinnis (Mystic), Mina (Marksman), Mirage (Assassin), Mo and Krill (Brawler), Paige (Mystic), Paradox (Marksman), Pocket (Assassin), Rem (Mystic), Seven (Mystic), Shiv (Brawler), Silver (Marksman), Sinclair (Mystic), The Doorman (Mystic), Venator (Marksman), Victor (Brawler), Vindicta (Marksman), Viscous (Mystic), Vyper (Assassin), Warden (Brawler), Wraith (Marksman), Yamato (Assassin).
Popular heroes include Victor guide, Dynamo guide, Abrams guide, Bebop guide, Haze guide, Seven guide, Lash guide, Yamato guide. Browse the complete hero list.
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Each hero guide includes base stats, weapon stats, ability breakdowns, item builds, counter matchups, synergies, and FAQs. View all hero guides, check the tier list, and track live stats.
Live statistics for Deadlock including win rates, pick rates, damage output, KDA, net worth, and match volume across all skill brackets. Data sourced from real matches from the deadlock-api.com service. Track the evolving meta with 7-day trend charts showing win rate and pick rate changes over time. Filter heroes by role including Brawler, Marksman, Mystic, and Assassin. Visit the hero stats page for the latest data with win rates and pick rates for every hero.
The Deadlock tier list ranks all heroes using a composite score system. Win rate contributes 40 percent of the score, pick rate contributes 30 percent, match volume contributes 15 percent, and player count contributes 15 percent. S Tier represents the top 14 percent of heroes. A Tier covers the next 20 percent. B Tier includes the next 24 percent. C and D Tier cover the bottom 42 percent. See the full Deadlock tier list for current rankings.
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New to Deadlock? The beginner guide covers soul economy, laning phase, hero roles, map objectives, and core mechanics. The hero roles guide explains Brawler, Marksman, Mystic, and Assassin playstyles. The laning phase guide covers winning your lane and rotating. The soul economy guide explains efficient farming. Browse all Deadlock guides.
Deadlock is a hybrid MOBA-shooter by Valve Corporation in closed alpha. The game combines third-person shooting with MOBA mechanics including lanes, creep waves, towers, and items. Players choose from 38 unique heroes with distinct abilities. Explore hero guides and check live statistics for the current meta.
Mo & Krill are a disruptive, tanky initiator who want to be in the middle of every fight, not on its edges. They start fights by Burrowing toward the enemy, which speeds them up and grants bullet and spirit armor, then pop out for a knockup and slow on anyone caught above them. Sand Blast disarms enemies in front so they can't shoot back while the team collapses on them. Scorn is their sustain: spray it into a crowd to heal off the damage, and the heal is stronger against enemy heroes, so staying aggressive keeps them alive. Combo is the payoff, holding a chosen target in place so the team can delete them. Play them as the front-line thread who drags fights where they want and refuses to die.
Mo & Krill is a brawler hero in Deadlock, the hybrid MOBA-shooter by Valve. With 930 max health, 59.682 weapon DPS, and 3 stamina,Mo & Krill excels at frontline combat and sustained trades.Core strengths: Mo & Krill bully heroes whose damage depends on a single gun, because Sand Blast disarms their weapon while they walk them down with Burrow and Combo. Their armor and Scorn sustain make them strong against poke comps that want to chip them from range instead of committing. They also thrive against enemies who back into corners, where a Burrow knockup and Combo can't be dodged. Any hero who needs their weapon to fight loses most of their output the moment Sand Blast lands.. Key weakness: High-impact lock-down and stun tools hurt a lot, and Knockdown specifically stuns them and immediately cancels Burrow. Because they want to live in the middle of the fight, they can be focused and bursted before Scorn heals them back. Heroes who can kite or disengage out of Combo's range make their committed dives whiff. Combo's long cooldown also means a baited or missed grab leaves them without their best tool for a long stretch..Find Mo & Krill's abilities, builds, matchups, and tier ranking on GameGoldLab.
Quick Answer: Mo & Krill are a tanky, disruptive initiator built around Burrowing into fights, disarming enemies with Sand Blast, and locking a target down with Combo. Burrow grants armor and speed, Scorn heals them for the damage they deal to nearby heroes, and a Combo kill permanently raises their max health. Play them on the front line: start fights, grab a key target, and refuse to die.
Mo & Krill are a disruptive, tanky initiator who want to be in the middle of every fight, not on its edges. They start fights by Burrowing toward the enemy, which speeds them up and grants bullet and spirit armor, then pop out for a knockup and slow on anyone caught above them. Sand Blast disarms enemies in front so they can't shoot back while the team collapses on them. Scorn is their sustain: spray it into a crowd to heal off the damage, and the heal is stronger against enemy heroes, so staying aggressive keeps them alive. Combo is the payoff, holding a chosen target in place so the team can delete them. Play them as the front-line thread who drags fights where they want and refuses to die.
In lane, use Burrow to harass and to escape ganks, since the armor makes them hard to punish and they can duck into tunnel vents with crouch to reset. Sand Blast is the trading tool: disarm the enemy laner and they can no longer contest last hits or the all-in. Scorn heals as they poke the enemy hero, so trade when it is up and back off when it is not. Hold Combo unless a teammate can actually follow up, because its cooldown is long and the permanent health only comes from kills.
Mid game they are the initiator who starts fights around the bridge and objectives. Burrow to lead the engage, catch a squishy out of position, and Combo them while the team follows the stun. Sand Blast on the enemy carry shuts their weapon off while you and your teammates finish them. Keep Scorn running in every skirmish, because healing from a crowd is what lets them survive being focused. Watch for Knockdown, which stuns and immediately cancels Burrow, so don't Burrow in blindly.
Late game the job is to force fights and pick off one target at a time. Combo has a long cooldown, so only commit it when the team can convert the kill, and every grab that ends in a kill permanently raises their max health. Front-line with the Burrow armor up, soak the enemy engage, and peel with Sand Blast disarms on anyone diving the backline. Use Burrow both to reach the enemy carry and to disengage when a fight turns bad.
The core combo is Burrow in, pop out to knock up and slow, then Sand Blast to disarm and Combo the target so they can't fight back. Scorn can be cast while they are busy, including during Combo, so they deal damage and heal through the grab at the same time. They can also use items during Combo, so line up burst or lock-down actives to stack on top of the hold. Scorn reaches through walls and floors, letting them chip and heal even when line of sight is blocked.
Mo & Krill bully heroes whose damage depends on a single gun, because Sand Blast disarms their weapon while they walk them down with Burrow and Combo. Their armor and Scorn sustain make them strong against poke comps that want to chip them from range instead of committing. They also thrive against enemies who back into corners, where a Burrow knockup and Combo can't be dodged. Any hero who needs their weapon to fight loses most of their output the moment Sand Blast lands.
High-impact lock-down and stun tools hurt a lot, and Knockdown specifically stuns them and immediately cancels Burrow. Because they want to live in the middle of the fight, they can be focused and bursted before Scorn heals them back. Heroes who can kite or disengage out of Combo's range make their committed dives whiff. Combo's long cooldown also means a baited or missed grab leaves them without their best tool for a long stretch.
Mo & Krill want teammates who can dump damage the instant a target is held, because Combo creates a free kill window that any burst follow-up converts. Pair them with heroes who can chain crowd control on top of the grab so the target stays locked down. Scorn's healing scales with the number of enemies in range, so diving into a grouped-up enemy team with the rest of your team behind you is where they shine. Teammates who can help them survive when Combo is on cooldown keep their aggressive dives from becoming deaths.
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Live data from 848,183 ranked matches · Source: deadlock-api.com · updated weekly

Mo & Krill are a disruptive, tanky initiator who want to be in the middle of every fight, not on its edges. They start fights by Burrowing toward the enemy, which speeds them up and grants bullet and spirit armor, then pop out for a knockup and slow on anyone caught above them. Sand Blast disarms enemies in front so they can't shoot back while the team collapses on them. Scorn is their sustain: spray it into a crowd to heal off the damage, and the heal is stronger against enemy heroes, so staying aggressive keeps them alive. Combo is the payoff, holding a chosen target in place so the team can delete them. Play them as the front-line thread who drags fights where they want and refuses to die.
Scorn
Burrow
Sand Blast
Combo
Scorn
Burrow
Sand Blast
ComboRecommended item build from the community wiki.
Restorative Shot
Mystic Burst
Close Quarters
Sprint Boots
Fleetfoot
Berserker
Enduring Speed
Healing Booster
Spirit Armor
Bullet Armor
Mystic Vulnerability
Torment Pulse
Phantom StrikeData sourced from game files & community analytics. Values may change with patches.